﻿# coding: utf-8

class __TextDefine:
	# Application
	APP_NAME = u'世界编辑器'
	VERSION = u'0.2.0'
	COPYRIGHT = u'(C) 2008-2009 Zeb'
	DESCRIPTION = u'\n'\
								u'欢迎使用MK3D引擎世界编辑器'\
								u'\n'\
								u'\n'\
								u'这是一个功能强大的工具，可以为引擎提供所需的内容数据。'
	HOME_PAGE_DESC = u'MK主页'
	
	# Common Controls
	BUTTON_OK = u'确定'
	BUTTON_CANCEL = u'取消'
	BUTTON_APPLY = u'应用'
	BUTTON_BROWSE = u'浏览'
	
	# Main menu
	MENU_FILE = u'文件(&F)'
	MENU_FILE_NEW_SCENE = u'新建场景(&N)...\tCtrl+N'
	MENU_FILE_LOAD_SCENE = u'加载场景(&O)...\tCtrl+O'
	MENU_FILE_SAVE_SCENE = u'保存场景(&S)\tCtrl+S'
	MENU_FILE_SAVE_SCENE_AS = u'场景另存为(&A)...'
	MENU_FILE_GLOBAL_SETTING = u'全局设置(&G)...\tF10'
	MENU_FILE_EXIT = u'退出(&X)'
	
	MENU_EDIT = u'编辑(&E)'
	MENU_EDIT_UNDO = u'取消\tCtrl+Z'
	MENU_EDIT_REDO = u'重做\tCtrl+Y'
	
	MENU_VIEW = u'视图(&V)'
	MENU_VIEW_EDITOR_SCENE = u'编辑器场景(&E)'
	MENU_VIEW_TERRAIN = u'地形(&T)'
	MENU_VIEW_TERRAIN_HEIGHT = u'地形高度(&H)'
	MENU_VIEW_TERRAIN_LAYER = u'地形表面(&L)'
	MENU_VIEW_EFFECT = u'特效'
	MENU_VIEW_PARTICLE_SYSTEM = u'粒子系统'
	MENU_VIEW_ASSETS = u'资源(&A)'
	MENU_VIEW_HIERARCHY = u'层次树(&H)'
	MENU_VIEW_PROPERTY = u'属性'
	MENU_VIEW_LOGIC = u'逻辑(&L)'
	MENU_VIEW_LOGIC_GRID = u'逻辑格子'
	MENU_VIEW_PYTHON_SHELL = u'Python控制台(&P)'
	
	MENU_HELP = u'帮助(&H)'
	MENU_HELP_TOPICS = u'主题(&T)'
	MENU_HELP_ABOUT = u'关于(&A)...'
	
	# Editor Scene Panel
	PANEL_EDITOR_SCENE = u'编辑器场景'
	    
	# Terrain Height Panel
	PANEL_TERRAIN_HEIGHT = u'地形高度'
	TERRAIN_HEIGHT_BRUSH_LIST = u'地形高度笔刷列表'
	TERRAN_HEIGHT_BRUSH_PARAM = u'高度笔刷参数'
	TERRAIN_HEIGHT_BRUSH_SIZE = u'高度笔刷大小'
	TERRAIN_HEIGHT_BRUSH_POWER_OFFSET = u'高度偏移'
	TERRAIN_HEIGHT_BRUSH_POWER_FACTOR = u'力度系数'
	TERRAIN_HEIGHT_BRUSH_UP_DOWN = u'升高还是降低'
	MENU_ADD_TERRAIN_HEIGHT_BRUSH = u'添加地形高度笔刷'
	MENU_REMOVE_TERRAIN_HEIGHT_BRUSH = u'删除地形高度笔刷'
	
	# Terrain Layer Panel
	PANEL_TERRAIN_LAYER = u'地形表面'
	TERRAIN_LAYER_BRUSH_LIST = u'地表笔刷列表'
	TERRAIN_LAYER_BRUSH_PARAM = u'地表笔刷参数'
	TERRAIN_LAYER_BRUSH_SIZE = u'地表笔刷大小'
	TERRAIN_LAYER_BRUSH_POWER_FACTOR = u'力度系数'
	MENU_ADD_TERRAIN_LAYER_BRUSH = u'添加地形表面笔刷'
	MENU_REMOVE_TERRAIN_LAYER_BRUSH = u'删除地形表面笔刷'
	MENU_ADD_TERRAIN_LAYER = u'添加地形表面'
	MENU_REMOVE_TERRAIN_LAYER = u'删除地形表面'
	TERRAIN_LAYER_LIST = u'地表列表'
	    
	# Particle System Panel
	PANEL_PARTICLE_SYSTEM = u'粒子系统'
	PARTICLE_SYSTEM_OBJECT_LIST = u'对象列表'
	EMITTER_LIST = u'发射器列表'
	TEXTURE = u'贴图'
	NEW_PARTICLE_SYSTEM = u'新建'
	LOAD_PARTICLE_SYSTEM = u'加载...'
	SAVE_PARTICLE_SYSTEM = u'另存为...'
	ADD_EMITTER = u'添加发射器'
	REMOVE_EMITTER = u'删除发射器'
	ADD_EMITTER_MODIFIER = u'添加发射器修改器'
	REMOVE_EMITTER_MODIFIER = u'删除发射器修改器'
	ADD_PARTICLE_MODIFIER = u'添加粒子修改器'
	REMOVE_PARTICLE_MODIFIER = u'删除粒子修改器'
	NEW_PARTICLE_SYSTEM_NOTIFY = u'确定要新建粒子系统吗？\n在此操作前请保存。'
	PARTICLE_EMITTER = u'粒子发射器'
	EMITTER_MODIFIER = u'发射器修改器'
	PARTICLE_MODIFIER = u'粒子修改器'
	COLOR_MODIFIER = u'颜色修改器'
	SIZE_MODIFIER = u'大小修改器'
	DIRECTION_FORCE_MODIFIER = u'方向力修改器'
	TEXTURE_FRAME_MODIFIER = u'纹理帧修改器'
	MODIFIER_TYPE = u'修改器类型'
	
	MIN_EMIT_COUNT = u'最小发射速率(个/秒):'
	MAX_EMIT_COUNT = u'最大发射速率(个/秒):'
	MIN_SCATTER = u'最小发射张角(弧度):'
	MAX_SCATTER = u'最大发射张角(弧度):'
	MIN_LIFE = u'发射粒子最小生命(毫秒):'
	MAX_LIFE = u'发射粒子最大生命(毫秒):'
	MIN_SPEED = u'发射粒子最小速率:'
	MAX_SPEED = u'发射粒子最大速率:'
	MIN_ROTATION = u'发射粒子最小旋转(弧度):'
	MAX_ROTATION = u'发射粒子最大旋转(弧度):'
	PARTICLE_COLOR = u'发射粒子颜色:'
	MIN_SIZE = u'发射最小粒子大小:'
	MAX_SIZE = u'发射最大粒子大小:'
	SAME_WIDTH_HEIGHT = u'粒子长宽是否相同:'
	BLEND_MODE = u'混合模式:'
	TEXTURE_FRAME = u'纹理帧:'
	
	PARTICLE_TEXTURE = u'粒子纹理'
	PARTICLE_TEXTURE_CUTTING = u'粒子纹理分割'
	
	# Assets Panel
	PANEL_ASSETS = u'资源'
	ASSETS_LIST = u'资源列表'
	ASSETS_TYPE_MODEL = u'模型'
	ASSETS_TYPE_EFFECT = u'特效'
	ASSETS_TYPE_WATER = u'水面'
	ASSETS_TYPE_TERRAIN = u'地形'
	ASSETS_TYPE_POST_PROCESS = u'后处理'
	ASSETS_TYPE_SCENE_LIGHT = u'场景灯光'
	REFRESH_ASSETS_LIST = u'刷新资源列表'
	
	# Hierarchy Panel
	PANEL_HIERARCHY = u'层次树'
	SCENE_ROOT_NODE = u'场景根'
	ENTITY_LIST = u'实体列表'
	EDIT_TERRAIN_MATERIAL = u'编辑地形材质'
	SAVE_TERRAIN = u'保存地形'
	
	# Property Panel
	PANEL_PROPERTY = u'属性'
	
	# Null Property Panel
	PROPERTY_NULL = u'无属性'
	
	# Post Process Property Panel
	POST_PROCESS = u'后处理'
	BLOOM = u'全屏泛光'
	
	# Build Single Property Panel
	PROPERTY_ROTATION_RANGE = u'旋转范围'
	PROPERTY_SCALING_RANGE = u'缩放范围'
	PROPERTY_UNIFORM_SCALING = u'统一缩放'
	
	# Model Property Property Panel
	SUB_MESH_LIST = u'网格列表'
	MATERIAL_LIST = u'材质列表'
	MATERIAL_IDX = u'材质序号'
	MESH_FILE_NAME = u'网格资源文件'
	MATERIAL_FILE_NAME = u'材质文件名'
	MATERIAL_GROUP_SUB_MESH_COUNT = u'包含的子网格数'
	SAVE_MATERIAL = u'保存材质'
	SAVE_MATERIAL_AS = u'材质另存为...'
	SAVE_MODEL_AS = u'模型另存为...'
	
	# Scene Light Property Panel
	SCENE_AMBIENT_LIGHT = u'场景环境光'
	AMBIENT_LIGHT_COLOR = u'环境光颜色：'
	SCENE_DIRECTIONAL_LIGHT = u'场景方向光'
	DIRECTIONAL_LIGHT_DIFFUSE_COLOR = u'方向光漫反射颜色：'
	DIRECTIONAL_LIGHT_SPECULAR_COLOR = u'方向光镜面反射颜色：'
	DIRECTIONAL_LIGHT_DIRECTION = u'方向光方向：'
	LIGHT_BRIGHTESS = u'灯光亮度：'
	SCENE_FOG = u'场景雾'
	ENABLE_FOG = u'是否打开雾'
	FOG_START = u'雾的起点距离：'
	FOG_END = u'雾的终点距离：'
	FOG_COLOR = u'雾的颜色：'
	
	# Python Shell Panel
	PANEL_PYTHON_SHELL = u'Python控制台'
	
	# Logic Grid Panel
	PANEL_LOGIC_GRID = u'逻辑格子'
	LOGIC_GRID_DISPLAY_SWITCH = u'逻辑格子是否显示'
	LOGIC_GRID_GENERATE = u'创建'
	LOGIC_GRID_LOAD = u'加载'
	LOGIC_GRID_SAVE = u'保存'
	LOGIC_GRID_BRUSH_PARAM = u'刷子参数'
	LOGIC_GRID_BRUSH_SIZE = u'刷子大小'
	LOGIC_GRID_BRUSH_VALUE = u'刷子值'
	LOGIC_GRID_WIDTH = u'长度'
	LOGIC_GRID_HEIGHT = u'宽度'
	LOGIC_GRID_SIZE = u'格子大小'
	
	# Global Setting Dialog
	GS_GENERAL = u'常规'
	GS_HISTORY = u'历史'
	GS_LANGUAGE = u'语言'
	
	DIALOG_GLOBAL_SETTING = u'全局设置'   
	WORKING_DIRECTORY = u'工作目录'    
	RESOURCE_DIRECTORY = u'资源目录'
	MODEL_DIRECTORY = u'模型目录'
	EFFECT_DIRECTORY = u'特效目录'
	TEXTURE_DIRECTORY = u'纹理目录'
	
	# Terrain Generate Dialog
	TERRAIN_CREATE = u'地形创建'
	TERRAIN_WIDTH = u'地形宽度'
	TERRAIN_LENGTH = u'地形长度'
	TERRAIN_SHADER_FILE = u'地形shader文件'
	TERRAIN_DEFAULT_LAYER_FILE = u'地形默认地表文件'
	
	# Water Generate Dialog
	WATER_CREATE = u'水面创建'
	WATER_WIDTH = u'水面宽度'
	WATER_LENGTH = u'水面长度'
	WATER_GRID_SIZE = u'水面格子大小'
	WATER_SHADER_FILE = u'水面shader文件'
	WATER_BUMP_TEXTURE_FILE = u'水面凹凸纹理文件'
	
	# Material Edit Dialog
	DIALOG_MATERIAL_EDIT = u'材质编辑'
	
	RENDER_STATE = u'渲染状态'
	
	ENABLE_ALPHA_BLEND = u'打开Alpha混合'
	SRC_BLEND_PARAMETER = u'源混合参数：'
	DEST_BLEND_PARAMETER = u'目标混合参数：'
	
	ENABLE_ALPHA_TEST = u'打开Alpha测试'
	ALPHA_TEST_TYPE = u'Alpha测试类型：'
	ALPHA_TEST_REF = u'Alpha测试参考值：'
	
	CULLING_MODE = u'背面剔除模式'
	
	ENABLE_DEPTH_TEST = u'打开深度测试'
	ENABLE_DEPTH_WRITE = u'打开深度写'
	
	SHADER_CONSTANT = u'Shader参数'
	
	ENABLE_MATERIAL_AMBIENT = u'打开环境光材质'
	MATERIAL_AMBIENT_COLOR = u'环境光材质颜色：'
	
	ENABLE_MATERIAL_DIFFUSE = u'打开漫反射材质'
	MATERIAL_DIFFUSE_COLOR = u'漫反射材质颜色：'
	
	ENABLE_MATERIAL_SPECULAR = u'打开镜面反射材质'
	MATERIAL_SPECULAR_COLOR = u'镜面反射材质颜色：'
	MATERIAL_SPECULAR_SHINESS = u'镜面反射亮度系数：'
	 
	# Command
	CMD_GROUP_COMMAND = u'命令集合'
	CMD_ADD_MODEL = u'添加模型'
	CMD_REMOVE_MODEL = u'删除模型'
	
	CMD_ADD_EFFECT = u'添加特效'
	CMD_REMOVE_EFFECT = u'删除特效'
	
	CMD_ADD_TERRAIN = u'添加地形'
	CMD_REMOVE_TERRAIN = u'删除地形'
	
	CMD_TRANSLATION = u'平移'
	CMD_ROTATION = u'旋转'
	CMD_SCALING = u'缩放'
	
	# Operate
	OP_SELECT = u'选择'
	OP_TRANSLATION = u'平移'
	OP_ROTATION = u'旋转'
	OP_SCALING = u'缩放'
	OP_BUILD_SINGLE = u'单一放置'
	OP_TERRAIN_HEIGHT_PAINT = u'刷地形高度'
	OP_TERRAIN_LAYER_PAINT = u'刷地表'
	
	# Common Error
	ERROR = u'错误'
	ERR_PARAM_INVALID = u'参数非法'
	ERR_LOAD_FILE_FAILED = u'加载文件失败'
	
	# Terrain Error
	ERR_CREATE_TERRAIN_FAILED = u'创建地形失败'
	ERR_ADD_TERRAIN_HEIGHT_BRUSH_FAILED = u'添加地形高度笔刷失败'
	ERR_ADD_TERRAIN_LAYER_BRUSH_FAILED = u'添加地表笔刷失败'
	
	# Particle System Error
	ERR_CREATE_PARTICLE_EMITTER_FAILED = u'创建粒子发射器失败'
	ERR_CREATE_PARTICLE_MODIFIER_FAILED = u'创建粒子修改器失败'
	ERR_REMOVE_PARTICLE_EMITTER_FAILED = u'删除粒子发射器失败'
	ERR_REMOVE_PARTICLE_MODIFIER_FAILED = u'删除粒子修改器失败'
	
	# Water Region Error
	ERR_CREATE_WATER_REGION_FAILED = u'创建水面区域失败'
	
	# Logic Grid Error
	ERR_CREATE_LOGIC_GRID_FAILED = u'创建逻辑格子失败'
	ERR_SAVE_LOGIC_GRID_FAILED = u'保存逻辑格子失败'

__builtins__['TD'] = __TextDefine

